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B
ut the beast had been hiding its strength, just as The First father or the First Mother is seen as the parent of
the hunters had. With a burst of might, it leapt all, and most of the time also takes the title of Dragonclaw,
up, snapping ropes, and swinging its great horn. the Khan of Temur. The Huntcaller and the One Who
Two of the spear-bearers were swatted aside, Whispers Twice are there to guide the clan to survival,
bones snapping, bodies flung against trees and glorious destiny and fruitful game.
stone. With a mighty kick, it crushed several of Each Temur is trained to be a ferocious warrior, able to
the hunters holding the ropes and hooks. defeat man and beast alike. Fighting challenges are frequent,
Surrak's second grabbed one of the fallen hunters' spears used both for training and conflict management. Any intruder
and charged in with a shout. With a powerful thrust, he drove trespassing into the Temur mountains or valleys will likely
the spear upwards under the beast's great jaw. It shuddered, fall into an ambush led by mighty and determined warriors.
stumbled, and knelt downdefeatedblood pooling red
against white, steam rising from the snow. Spirit Whispers
--Nik Davidson, The Call
The Temur have a strong shamanic tradition, some of their
child come into the world gifted with what they call the
Clan Values Whispering Magic. They are isolated from their family, and
learn to use their elemental powers with other shamans.
The Temur are a nomadic clan living alongside the northern
The clan shamans keep intact the frozen memories of the
mountain of Tarkir. They live in a environment as harsh as
ancestors, whose body are forever encased into the ice of the
their temperament. While not conquerors, they defend with
Great Glacier. They can whisper to their spirit, and the spirits
ardor what they consider as their hunting territory and
give them, along with primordial magic, the power to see the
strangers are rarely welcome. They are anyway fairly
Unwritten.
occupied with all the mountains dangers. Rabid beasts,
The Unwritten are visions of the past, future and even
bears, saberclaws, krushoks and mammoths wander in this
alternate world. The shamans can make prophecies about the
lands. Even ogres and yetis hunt for themselves. The Temur
future, but some of them also speak of a Tarkir where the
are also hunters, and claim to be the fiercest of all.
dragons rule over the clans, and even of worlds where
dragons have gone extinct. In a more practical use, the
Nomadic Hunters shamans telepathic and perception gifts can help hunters to
Food is scarce in the mountain and its inhabitant have no find their prey, or prevent intrusion on the territory. Those
choice but to rely on hunting to survive. The Temur adopted who can whisper to elemental spirits are able to invoke and
their nomadic lifestyle to be able to follow savage herds unleash elemental forces of ice, earth and wind onto their
wherever they go. They carry everything they need, and install ennemies.
their encampment for only a few days. Most of their gears -
from tools and tents to weapons and armors - are crafted
from the remains of their preys,
The Temur travel in small groups and consider each
member of their hunting party as part of their family. Each
year, the whole clan gather in the central plateau of Karakyk,
for an impressive feast, made from songs and hunting tales.
During this event, the great figure of the clan can give advice
and directives.
Great Khans
The Khan of Temur is traditionally called the
Dragonclaw, for he carries an impressive spear said
to be crafted from the claws of a fallen dragon
from Atarka's brood. He leads by advice, and he is
the protector of the clan values. He gives orders to
his clan only when he must, only when war against
an other clan must be pursued. Anyone can
pretend to the title, and must defeat the current
Dragonclaw in combat to obtain it.
Yasova Dragonclaw was a strong warrior and
shaman from the old times of Tarkir. She traveled
with a giant and loyal saberclaw. She sought to
destroy the Spirit Dragon Ugin, and whether she
fails or succeeds, her actions forged the future of
Tarkir.
Surrak Dragonclaw was Huntcaller before he
became Khan. He continuously distinguished
himself with glorious feats, such as the defeat of an
old bear with his bare hands.
Clan Features
Being a member of the Temur or Atarka clan offers you some
proficiencies and advantages, replacing the ones given by
your background.
Skill Proficiencies: Nature and Survival.
Other Proficiencies: Herbalist Kit, one type of Musical
Instrument.
Acclimated
since the dawn of their clan, the Temur have always been able
to survive in cold environments. You have resistance to cold
damage.
Human traits
You should use the human traits from the Player Hand Book,
p.31.
Note that, due to their strong independence, and their
disinterest for notions like Good or Evil, Temur are likely to
have a neutral alignement.
Furthermore, managing to live old is not frequent among
them, so a Temur older than 50 years is very rare. Those who
exceed 70 are likely to be powerful and ageless shamans.
Ainok
Ainoks are canine humanoids living deep in the cold
mountains of Qal Sisma. Contrary to their Abzan cousins,
they got an heavy fur around their neck, protecting them from
this kind of climate. They are natural cunning trackers with
senses and instincts more developed than those of humans.
The mountain ainoks are violent and eager to fight, and do
not hesitate to cast weak members out of their pack. The
relation between ainok and humans were tense at the
beginning, but as the years passed, more and more ainoks
were accepted among Temur families instead of forming
separate hunting groups. Their strength and hunting skills
are now highly respected among the clans.
Orc traits
You can use all the traits from the Half-Orc race from Player
Hanbook, p. 41.
Goblin traits
These traits caracterise a goblin outstanding enough to
become a Temur member.
Ability Score Increase. Your Dexterity score increases by
2.
Age. Goblins never allow themselves to grow old. But it is
said that they can last 120 years if solidly tied. On the other
hand, they reach adulthood fast, and start to fight at 8.
Alignement. Goblins are deeply chaotic, and do not
understand rules. They can still follow a tradition. They have
a rather Evil nature.
Size. Goblin are the smallest humanoid race of Tarkir.
They are about 3 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Used to live in caves, you can see in dim light
within 60 feet as if it were bright light, and in darkness as if it
were dim light.
Rascal. When you take the Hide action, you have an
advantage on your Dexterity (Stealth) check.
Hyperactive. You are inhabited by a disturbing frenzy. You
have one extra bonus action on each of your turn. It is added
to your regular bonus action, and you can use it as any bonus
action you can normally perform. However, you cannot use
both bonus action to perform the same thing two times on the
same turn.
Nimble Escape. You can take the Disengage action as a
bonus action on each of your turns.
Languages. You can speak, read, and write Common and
Orc.
Warrior Features
Use the Fighter class of the Player Handbook p.71.
While gaining level in this class, you can choose the
Champion or the Battle Master martial archetype. They both
fit the Temur way, whether you prefer a straightforward
approach, or a more tactical one. The Eldritch Knight is also
conceivable, even if you may prefer to choose your spells from
the sorcerer spell list, for a more feral and intuitive magic.
Berserker
As the Mardu raiding party crosses a frozen river, a human
berserker surges from the nearby trees, and charges alone
with a powerfull cry. Her ennemies cannot restrain their
fearful recoil.
With his blood-soaked krushok spear in hand, a goblin in
saberclaw hide hears his final opponent coming from a
distance. The roar of a dragon from Ojuta brood echoes in
the mountain. The goblin is ready to bring the fantastic foe
down.
Not all Temur warriors rely on tactic and armor to
overcome one's enemy, many of them prefer the primal
strength and rage of the wilderness. They are called
berserker, and they storm into enemy lines alone, showing
them what savagery means. They are deservedly feared, even
among their own clan. The most powerful of them can use
the magic from spirits of the wild to increase their rage. It is
called Awakening the Bear, and in this state, the Berserker
cannot tell who is friend or who is foe, only blood-lust
remains.
Berserker Features
Use the Barbarian class of the Player Handbook p.47.
The Berserker and the Totem Warrior are both suitable
Path choices. The Bear as a totem spirit seems to be quite
appropriate for a Temur raging berserker.
Circle of Whispers
The Circle of Whispers gathers the shamans able to
communicate with ancient spirits, and thus obtain specific
powers. Their gifts cover a large range of magical skills, from
Hunter Features telepathy and control to divination and perception
Use the Ranger class of the Player Handbook p.89.
You may choose the Hunter or the Beast Master archetype, Unusual perception
they both fit well the way how the Temur tame the When you choose this circle at 2nd level, you become
wilderness. If you choose an animal companion, refer to the proficient with the Perception skill. Additionally, anytime you
Spells and Monsters part to choose an animal from the make a Wisdom (Perception) check, add twice your
Temur fauna. proficiency bonus to the check, instead of your normal
proficiency bonus.
Whisperer
Spiritual Link
An old shaman buried under several layers of fur concludes Starting at 2nd level, you are able to feel and locate some of
his communion with spirits. With arm gesture and throaty your acquaintances. As an action, you can telepathically call a
voice, he summons a snow storm to disperse the prowling creature you have already met, learning its current state and
goblins stealthily approaching his sanctum. location. The creature must understand that you try to know
An ainok leaves the den of her grandfather after a where it is, and must accept to give you this information. You
disturbing vision of the Unwritten. She saw a world freed must beforehand have established a real contact with the
from dragons, and she will make this world a reality. First, creature, and you have to explain your power to it as you
she will follow the spirits guidance to find companions. weave the spiritual link as an action.
Greater Telepathy
Starting at 10th level, when you cast the spell Rary's
telepathic bond, the duration of the spell is raised to 1 year.
The maximum number of creatures with which you can have
a telepathic bond at the same time is still eight.
Scatter
Starting at 1st level, you can use your bonus action to destroy
your elemental into an explosion of piercing bursts. Any
creature at 10 feet or less of the elemental must make a
Dexterity saving throws against your sorcerer spell save DC.
On a failed save, a creature takes as much piercing damage
as the Stroke attack of the elemental, and half as much on a
successful one. You have an advantage for this save. You can
also use Scatter as a reaction when the elemental drop to 0
HP. In either case, the elemental is destroyed.
Elemental Rampage
Starting at 6th level, your elemental can make two Stroke
when it takes the Attack action.
Prophetic Painting
2nd-level divination
Casting Time: 1 hour
Range: Self
Components: V, S, M (Pigments worth at least 50 GP,
consumed after 5 painting)
Duration: Instantaneous
You let the divination power of spirits flow trough you, and
you paint visions of the Unwritten on a plane surface. This is
a prophecy about future events or alternative reality. The
result is often metaphorical and must be interpreted (The
DM chooses the result). Animals and beasts are mainly used
as symbols in this painting.
If you use this spell twice or more before completing your
next long rest, the other attempts after the first may give you
a random result.
Temur
PART 4 Fauna
| SPELLS & MONSTERS
10
Elementals
These monster stat blocks are used by the Temur Mage class
with the Elemental Summoner origin. Use the Ice, Magma or
Wood part accordingly to the type of your elemental.
Primordial Elemental
Medium elemental, neutral
Armor Class 10
Hit Points 8(2d6 +1)
Speed 25ft.